draeRaidFrames

This is updated for Mists of Pandaria and will not function properly on live!

I wrote this a long time ago now, updating it over time. I wanted something which looked like Grid, behaved like Grid but without the fairly substantial Ace library requirements and overhead. I also wanted something that looked a little more "WoW"-like in appearance.

It displays various indicators around the grid interior. Some of these are fixed (set specifically in core.lua) such as aggro indication, incoming heals, raid marker, important debuffs, etc. while the rest change depending on the class being played. The later can be found in config_indicators.lua where auras are defined per class. By default each indicator (where relevant) has a cooldown spinner overlaid so you can get an indication of how long that particular aura has to run (without lots of messy numbers).

General configuration can be found in config.lua such as sizing, textures, fonts, etc. Important debuffs are defined in config_debuffs.lua.

There are a couple of additional capabilities added again for my own benefit. At Sinestra a wrack timer function will appear displaying the length of time Wrack has been running on each member (essential for dispelling ... !). And in preparation for 4.3 a small indicator (below the incoming heal indicator - top right) shows which people (6 by default) are in-range of each other. It also displays the person calculated to best place the radiance on through a sequence of fading green to red colours.

The frames can be locked, unlocked and moved in-game through the /drf slash command.

Keep in mind I wrote this for myself and a few guild mates so it may not be the friendliest mod you've ever encountered. I'm putting it here because other peeps suggested I should.

This mod draws heavily on a number of other raid type frames either for inspiration or code. These include but are not limited to; Grid, Grid2, Vuhdo, various Grid plugins, Aptechka.

I welcome bug fixes and additions (subject to them being generally useful!) - a pull request via github is the preferred way of doing this. But patches, etc. are welcome too. Particularly interested in anything that reduces processor utilisation.

* Finally abstract out the layout of the grid and groups
* Add ability to show HP as a % remaining rather than an actual deficit
* Remove some unused colours
* Fix position of some indicators
* Move config vars from clusterheal.lua to config.lua
* Enable clusterheal for all healers - should probably limit this by spec
* Fix position of HOTS indicators

Been away from Ouf for long, I got the core + Ouf_Fauli, wasn't any raid frames for it so downloaded this one, can't see any frames & the /drf command doesn't work at all, did I do something wrong here?

Does this have Vuhdo and HealBot functionality? For example, I could have it out of the box already set up to cast certain spells/heals/buffs on whatever target I left/right click on? I would love features like that, with a layout that looks like this!

I just uploaded a new version which finally simplies the setup of the frames, group growth, etc. It now follows the Grid setup. You define a layout - horizontal or vertical. You then define the anchor point for unit 1 in group 1 - all units/groups will grow from that point.

For e.g. to implement souja's layout requested below he would enter:

gridLayout = "VERTICAL"
gridGroupsAnchor = "TOPLEFT"

groups will be arranged vertically and grow from the topleft.

KiLLMasTer - to change just the health altering line 256 of core.lua from "VERTICAL" to "HORIZONTAL" should achieve what you want.

First off, love your add on for both the unit and raid frames. Was wondering if there was a way to change the health deficit #s to display health %'s instead on the raid frames. I looked briefly in the raid frames config.lua but didnt see anything that jumped out at me to swap, and I'm not all that experienced w/coding, so was afraid to go digging any further. If there's a line to swap or alter someplace that would do what is needed, I'd be greatly appreciative of the info. Ty again for your awesome mod!

Can't seem to get the "gridLayout", "gridGrowth", and "gridAnchor" to work correctly for me.

The anchor always seems to be on the bottom left, with group 1 as the first row, successive groups growing up. Changing the "gridLayout" flag from "HORIZONTAL" to "VERTICAL" doesn't seem to do anything but flip the green box when the frame is unlocked. The individual unit frames remain unchanged. Toggling "gridAnchor" between "TOP" and "BOTTOM" doesn't seem to change anything. Toggling "gridGrowth" from "RIGHT" to "LEFT" just reverses the unit order (x54321, x=anchor) from the bottom left anchor.

I'm trying to get my layout like neavRaid (with anchor at the top-left):

-- Colour both hp and info text as hp bar colour
if (text2) then text2:SetTextColor(r, g, b) end
if (text1) then text1:SetTextColor(r, g, b) end

Instead of specifying r, g, b just put:

Code:

if (text2) then text2:SetTextColor(1.0, 1.0, 1.0) end
if (text1) then text1:SetTextColor(1.0, 1.0, 1.0) end

You should also probably change line 107 of func.lib.lua which sets a specific colour for "AFK". You can just remove the formatting from the statement, i.e. replace:
text = "|cffaaaaaa"..status.."|r"
with
text = status

If you wanted to go further you could just remove the two lines in func.events.lua and set the colour directly in core.lua ... but I imagine I'm just confusing you now!